Included with your purchase of the Baldur’s Gate 2 expansion Throne of Bhaal is a towering dungeon called Watcher’s Keep. Continuing with Baldur’s Gate 2’s theme of “Bioware becoming Bioware”, it’s a very modern DLC-style dungeon in that it’s unconnected to the main plot and you can get to it at any time–as soon as Baldur’s Gate 2 gives you map access, you can visit it.
You are, of course, not quite intended to–it’s a decidedly high-level dungeon, with tricksy and difficult enemies–but it’s also the kind of thing where each floor is harder than the last, and so you can and are encouraged to duck into it from time to time, clear out a floor, and revel in bonus treasure and XP. I cleared out the first two floors during Chapter 2–got a couple of awesome weapons and some quivers that gave me infinite arrows–did the third as part of Chapter 6, and finished the rest of the thing as part of Throne of Bhaal.
It’s not quite an old-school megadungeon–depending on your definition, Watcher’s Keep is missing some screwjobs, missing dead ends, missing floors connecting to other floors, missing size (it’s big but not Castle Greyhawk big)–but it’s close. It’s certainly the purest Baldur’s Gate 2 comes to good old-fashioned dungeon crawling, and dungeon crawling is something I am fond of. I admire Icewind Dale’s purity–that it’s a huge bucket of monsters and caves and you’ve got to hack your way through–and Watcher’s Keep seems to be Bioware showing off a bit, one-upping it. Baldur’s Gate 1’s dungeons pretty much suck–the corridors are too tight, the puzzles fiddly–and the developer, perhaps worried that Black Isle showed in Icewind Dale that it understood the Infinity Engine a bit better than they did, stepped up their game for the sequel. I have no idea how much friendly competition led to Watcher’s Keep, but I like to think it set the stage for Icewind Dale 2 which, as I’ve said, i remember as a series of mostly wonderful gimmick dungeons. I love gimmick dungeons. We’ll eventually get to Icewind Dale 2.
Each of the floors of Watcher’s Keep has its own twist, its own style of play. The first has you finding items for a ritual. The second is a series of elemental wizard laboratories that you have to turn on each other to exploit weaknesses. There’s a maze that you have to interpret a poem to navigate. The best one focuses on a gigantic magical machine that summons monsters and the creature war this has inadvertently caused. Combat in all of these is tough but very fair, very balanced–assuming your party is, you know, appropriately leveled. There are a lot of enemies, but it’s an appropriate amount. One of my problems with Icewind Dale’s DLC dungeon Trials of the Luremaster, if you remember, was that it confused “challenge” for “throw a dozen enemies at you and hope you survive, good luck!”, and it was the worst part of the game. I don’t claim to be the finest gamer out there, but I’ve been playing RPGs for 30 years, and I’m very familiar with the Infinity Engine, and I’m not bad at playing games made in it. Luremaster was beyond my abilities, and even as I’ve noticed a lot of improvements in my own skills after playing through the Baldur’s Gate saga–one thing this replay of the Infinity Engine series has done has massively improve my ability to play Infinity Engine games–I still don’t know how one would deal with the swarms of spectral knights in the higher levels of the castle. At no point in Watcher’s Keep did I feel that I was above my pay grade.
Well, save for one of the final dungeon battles–there’s one swarm that’s maybe two combatants too many–and the final boss.
I’m generally a fellow who likes boss monsters, but I know plenty of people who hate them, and most of those people cut their teeth on Infinity Engine games. Bosses in Infinity Engine games are generally terrible–other than Irenicus, there aren’t many that I’ve actually liked. A boss can be a challenge, a test of your skills, a final exam, an opportunity for new attack patterns that don’t fit anywhere else. Games like Zelda are known for their bosses because they’re puzzles as much as they’re combats–you can’t beat a Zelda boss unless you’ve mastered the use of the tool that their dungeon has spent its time teaching you. Dark Souls’s bosses are notable for their size, for the opportunity for the design team to visually just go balls-out and create something elaborate, and for their extreme challenge.
Much less beloved are the boss monsters who just have, you know, super high HP and defense and attack. I remember, in fifth grade, a friend used to draw out videogames in his notebook–little platformer levels where he’d tear off a tiny scrap of paper and draw a character on it and you’d physically move the character through the level, stomping other scraps of paper with enemies on it. And whenever he wanted to give a real challenge, he’d create a boss–what he called a Big Monster, which now that I think of it is a much less capitalist way of referring to it so in true Socialist fashion I’m going to just steal the term–and write “99999 HP” over it and punch your character twice and say “oh you’re dead now”.
For the most part, that’s how Big Monsters in Infinity Engine RPGs feel to me. The Infinity Engine’s greatest trick–seen with Sarevok and Belifet–is to give their Big Monsters a few flunkies and string a bunch of (possibly impossible-to-disarm) traps around them and laugh as they slaughter your party. The Big Monster at the end of Watcher’s Keep–Demogorgon, making a cameo from his appearance in Stranger Things, although with a radically different design that makes me wonder if the makers of Watchers Keep even watched Stranger Things or, if they did, they just thought the name sounded cool and swiped it without worrying whether or not their monster shared any properties with the Duffer Brothers’–doesn’t have any traps in his room, but otherwise he fits the pattern. He hits hard, he soaks up a bunch of damage, he’s resistant to most magic–and given the choice between casting a bunch of my debuffing spells in the hopes that they’ll chip away at his defenses so I can chip away at his health while I buff the hell out of my own characters and hope no one debuffs me and keeping my characters healthy–given the choice between that and just clicking the little button that says “story mode” and just throwing my pikmin at it while I just sit back and watch–
Well, as Andrew Plotkin once said, “I am a player; therefore, I am lazy.”
Defeating Demogorgon gives you a couple of lines of the DLC’s storyline finishing and a bunch of XP–enough to gain a single level around the time I beat him–and nothing else. You don’t get any magic items or any equipment that I could figure–the Steam version doesn’t even give you a cheevo for your efforts. It’s a huge amount of challenge for little reward. I guess Demogorgon is intended to be an optional Super-Big Monster that only the most challenge-hungry players will face, and maybe that’s how he was received Back In The Day–certainly I didn’t get upset that I couldn’t defeat Kangaxx the Lich, figuring, okay, he’s for the really hardcore. Maybe I’m just playing it with a 2017 mindset, where I think that you should be able to beat the final boss if you were fine to beat the rest of the game. I have this weird, weird notion that an impossible challenge is less satisfying than a mild challenge if you have enough fanfare. The joy of RPGs is the joy of taking your level 1 character who got slaughtered by a pack of gibberlings, leveling her up to the cap, and wiping the floor with them. And certainly strategy has a major place in these games. But whatever strategy it took to beat Demogorgon, I couldn’t click onto it, and it was in no way a satisfying fight for me.
I’m about 2/3rds of the way through Throne of Bhaal at the moment, and all I’ll say about it so far is that the Demogorgon fight is a really good introduction to the design philosophies behind ToB. Watcher’s Keep was an excellent dungeon and I recommend it wholeheartedly; if you don’t feel like finishing the thing, though, I won’t blame you at all.